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The Terran Help Me Thread - Page 292

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
July 06 2012 15:28 GMT
#5821
Roach ling bane busts seem to come anywhere from 7 to 9 minutes. How do I scout them with non hellion openers and without burning 4 scans?
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
July 06 2012 16:00 GMT
#5822
On July 07 2012 00:03 Thezzy wrote:
Show nested quote +
On July 06 2012 23:46 neozxa wrote:
I just want to ask a simple and also pretty stupid question: What is the correct way to micro your Medivacs when you go bio, so that they can heal your Bio units constantly while the MM ball attacks and kite? Do you have them "Scan Move" on one of your marines so that they can follow your MM ball or do you micro them and then when you engage you have them hold position?


I usually keep my medivacs and MM on separate hotkeys and just micro the MM ball.
The medivacs usually follow on their own to heal any damage.

My question:

Is a 12/14 rax opening against Zerg still good without Bunker rushing?
I like to get the CC out a little earlier and am not a big fan of Bunker rushing in general, but is it a critical component of a 12/14 rax push or can 3-5 marines do some poking on their own?


You can 12/14 rax and not make marines at all and just expand as soon as possible behind it. The 2rax can be enough to scare the Zerg and you can mindgame him. So, no, you don't *have to* bunker rush. But if you're actually going to make the marines and put pressure there is no reason not to. It forces more of a reaction out of the Zerg and doesn't cost you too much. The bunker forces the fight, if you will. It forces units to be made instantly.

And of course, on the off-chance that the bunker actually goes up, you can do some serious damage early on and solidify an advantage.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
July 06 2012 16:06 GMT
#5823
I feel any 2 rax that isn't a proxy 11/11 is not at all effective anymore. Queens are too good at sniping scvs building things, and as long as the zerg scouts it and drops 2 spines, I feel they're not only safe, but far ahead.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Lunden
Profile Joined June 2011
Denmark79 Posts
July 06 2012 18:21 GMT
#5824
Hi guys. im on vacation and need my sc2 fix. Im looking for some high level vods to learn from. Are there anything out there besides day9?
You always pass failure on the way to success
Inquisitor1323
Profile Joined March 2012
370 Posts
July 06 2012 20:21 GMT
#5825
first, what is the maximum amount of scvs you want in game? Is it 70?
Second, when taking a third in TvZ, should you always make it an orbital?
zezamer
Profile Joined March 2011
Finland5701 Posts
July 06 2012 21:18 GMT
#5826
On July 07 2012 00:28 U_G_L_Y wrote:
Roach ling bane busts seem to come anywhere from 7 to 9 minutes. How do I scout them with non hellion openers and without burning 4 scans?


Hide scv somewhere near his 3rd and check if he has taken it by 6-8min mark, then burn couple scans to figure out if it's somekind of bust or 2 base lair
kyllinghest
Profile Joined December 2011
Norway1607 Posts
July 06 2012 21:32 GMT
#5827
On July 07 2012 03:21 lunden0608 wrote:
Hi guys. im on vacation and need my sc2 fix. Im looking for some high level vods to learn from. Are there anything out there besides day9?

Game 1 of group D in the GSL ro16. Enjoy!
"NO" -Has
VPVanek
Profile Joined August 2010
Canada238 Posts
July 07 2012 01:25 GMT
#5828
Anyone have any tips playing TVT against Avilo style terran?
FoXer
CircusCL
Profile Joined July 2012
United States2 Posts
July 07 2012 01:27 GMT
#5829
Does anyone have a link for a replay of a good 3 Command Center build vs Zerg?
Jaxtyk
Profile Blog Joined December 2009
United States600 Posts
July 07 2012 01:55 GMT
#5830
On July 07 2012 00:28 U_G_L_Y wrote:
Roach ling bane busts seem to come anywhere from 7 to 9 minutes. How do I scout them with non hellion openers and without burning 4 scans?


If you scout with the first scv after your rax finishing and you see that they have gotten gas, be weary of an all in. Start by walling off your ramp for baneling damage. Make a bunker behind the ramp near the min patch so it's harder for the lings to surround. You can usually hold off all ins with the wall and bunker.
To tell the truth....I could beat anyone in the world.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 07 2012 05:25 GMT
#5831
On July 07 2012 05:21 Inquisitor1323 wrote:
first, what is the maximum amount of scvs you want in game? Is it 70?
Second, when taking a third in TvZ, should you always make it an orbital?


The optimal number of SCVs should always be 65-70, or 2.5-3 fully saturated bases. You should reach this number by about 10:30 every game if you are macroing properly, 50 SCVs at 9:00 on 2 bases.

In any matchup, you should always endeavor to make your first 3 bases orbitals. If it's a really open 3rd that's hard to defend or your opponent is going really heavy on aggression, you MIGHT decide to get a planetary, but I would really only make an orbital at your 3rd unless it's a very special occasion.

Another OC vs PF rule to throw in there: In TvT, after 3 bases, always PF against bio, always OC against mech.
StrategyAllyssa Grey <3<3
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 07 2012 05:32 GMT
#5832
On July 07 2012 01:06 iAmJeffReY wrote:
I feel any 2 rax that isn't a proxy 11/11 is not at all effective anymore. Queens are too good at sniping scvs building things, and as long as the zerg scouts it and drops 2 spines, I feel they're not only safe, but far ahead.


In this respect, 2rax has now become something of a standard build, not some kind of all-in. Because terrans can expect a hatch first from zerg, it's perfectly fine to make 2 rax on 12/14 and put some early pressure on the zerg. If the zerg is forced to build at least 2 spine crawlers, that's the equivalent of 6 drones! This means that although zerg has an earlier hatch, the drone saturation time ends up being a little later.

To put this in perspective, think of the 6-pool in ZvP. 6-pool was pretty much always as all-in as you could get, but when most protosses started going FFE with nexus first, 6-pool became a perfectly reasonable play. It delays the expansion timing and, in most cases, forces protoss to pull back and play on one base.
StrategyAllyssa Grey <3<3
Inquisitor1323
Profile Joined March 2012
370 Posts
July 07 2012 05:40 GMT
#5833
On July 07 2012 14:25 SC2John wrote:
Show nested quote +
On July 07 2012 05:21 Inquisitor1323 wrote:
first, what is the maximum amount of scvs you want in game? Is it 70?
Second, when taking a third in TvZ, should you always make it an orbital?


The optimal number of SCVs should always be 65-70, or 2.5-3 fully saturated bases. You should reach this number by about 10:30 every game if you are macroing properly, 50 SCVs at 9:00 on 2 bases.

In any matchup, you should always endeavor to make your first 3 bases orbitals. If it's a really open 3rd that's hard to defend or your opponent is going really heavy on aggression, you MIGHT decide to get a planetary, but I would really only make an orbital at your 3rd unless it's a very special occasion.

Another OC vs PF rule to throw in there: In TvT, after 3 bases, always PF against bio, always OC against mech.

Thanks :D.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 07 2012 05:40 GMT
#5834
On July 07 2012 00:28 U_G_L_Y wrote:
Roach ling bane busts seem to come anywhere from 7 to 9 minutes. How do I scout them with non hellion openers and without burning 4 scans?


1) Gas timing. With your initial scout, you should be able to scout up to ~4:00 and see if he takes gas. If he does take gas during that time, you can assume he's either going for a bust or speedlings into a 3rd base or lair. The earliest any pressure can come is 3 MINUTES after the gas geyser goes down. Keeping that in mind, remember to watch for a lot of units streaming across the map around 7:30-8:30 (if he took his gas at 4 minutes or earlier).
2) Watchtower with your first 3-4 marines. Unless he builds like 8 lings to start off with (which you can scout with your SCV), you're totally fine in holding the watchtower until he decides to start making a lot of units. At that point, you'll be able to see a bunch of units streaming across the map.
3) Scout the 3rd. Get an SCV scout out to check on his 3rd. I don't like hiding the SCV, and you don't really need to if you hold the watchtower early on. If he's going 3rd by 6:30-7:00, relax. If it's not down by 7:00, start worrying and building bunkers.
4) Scan at 9:30. Lair timing is about 10:00. If you've seen no aggression from the zerg and no 3rd, check to see if he's going 2-base mutas. If he is, mobilize and push IMMEDIATELY.

Hope this helps!
StrategyAllyssa Grey <3<3
Skeebs
Profile Joined April 2011
United States10 Posts
July 07 2012 05:42 GMT
#5835
I'm having lots of trouble in TvZ, as it seems most Terrans are until they get used to the queen change. What's the standard follow up after a successful reactor hellion expand? As of right now, I've been doing light pressure with marine-banshee-hellion until I can get my third up, but I'm not sure what "the standard" is. I know triple orbital is popular, but is it still keeping up with the new zerg style of play?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 07 2012 05:50 GMT
#5836
On July 07 2012 14:42 Skeebs wrote:
I'm having lots of trouble in TvZ, as it seems most Terrans are until they get used to the queen change. What's the standard follow up after a successful reactor hellion expand? As of right now, I've been doing light pressure with marine-banshee-hellion until I can get my third up, but I'm not sure what "the standard" is. I know triple orbital is popular, but is it still keeping up with the new zerg style of play?


Reactor hellion expand, as in reactor hellions then expand? Or expand and then hellions?
If you're getting your hellions before CC, try just reordering it into a 1rax expand into hellions. That's the more standard way to open hellions these days.

After the hellions, generally players are doing things like mass banshee/hellion play or fast tank triple expands. I think the most standard and probably the most powerful followup right now is the mass banshee/hellion harass. It keeps the zerg back, stops creep spread, and forces things like spore crawlers and roaches to defend. On the back of it, you can switch into either mech or bio, safely get a 3rd, and prepare a midgame shove. Look up the Forgg build if you wanna know more about this style.
StrategyAllyssa Grey <3<3
BreakeR.
Profile Joined October 2010
Austria220 Posts
July 07 2012 09:51 GMT
#5837
Hey
I have two short questions.
1. How much production should i have on how many bases?

2. Does someone know a thread where all the timings are listed(e.g.: when does a 7gate allin hit, etc)

Thanks in advance!
The hardest part about being smart is accepting that others are stupid. -Tasteless
ThaSlayer
Profile Joined March 2011
707 Posts
July 07 2012 11:04 GMT
#5838
Hey I just played a super long 60min T v T http://drop.sc/216646
Never mind the failed 1/1/1 attack. But I manage to stabilise and was ahead in upgrades and mech at certain points of the game.
What really killed me however was multi-pronged attacks => Way fewer bases. Perhaps due to the layout of daybreak. (path to 3rd/4th etc)
Any advise on securing my bases while moving out as the meching player? Thanks!
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
July 07 2012 13:16 GMT
#5839
On July 07 2012 05:21 Inquisitor1323 wrote:
first, what is the maximum amount of scvs you want in game? Is it 70?
Second, when taking a third in TvZ, should you always make it an orbital?


If you're going mech you almost always want to make your 3rd a PF. Mech is immobile and gas-heavy. You need PFs to prevent run-arounds etc.

Some maps are fine for 3 orbitals, though, like Entombed Valley or Ohana.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
Skeebs
Profile Joined April 2011
United States10 Posts
July 07 2012 13:57 GMT
#5840
On July 07 2012 14:50 SC2John wrote:
Show nested quote +
On July 07 2012 14:42 Skeebs wrote:
I'm having lots of trouble in TvZ, as it seems most Terrans are until they get used to the queen change. What's the standard follow up after a successful reactor hellion expand? As of right now, I've been doing light pressure with marine-banshee-hellion until I can get my third up, but I'm not sure what "the standard" is. I know triple orbital is popular, but is it still keeping up with the new zerg style of play?


Reactor hellion expand, as in reactor hellions then expand? Or expand and then hellions?
If you're getting your hellions before CC, try just reordering it into a 1rax expand into hellions. That's the more standard way to open hellions these days.

After the hellions, generally players are doing things like mass banshee/hellion play or fast tank triple expands. I think the most standard and probably the most powerful followup right now is the mass banshee/hellion harass. It keeps the zerg back, stops creep spread, and forces things like spore crawlers and roaches to defend. On the back of it, you can switch into either mech or bio, safely get a 3rd, and prepare a midgame shove. Look up the Forgg build if you wanna know more about this style.


I do the older reactor hellion expand where you build your CC right before you swap addons and start hellions. I'll try the one rax expand for a bit, it does seem like it would be more efficient (especially since zergs are going mass queen and not pressuring as much). Thanks for the help!
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